Interesting! (although, personally I can't stand things like this get
patented)
Ahmidou, how did you find that or become aware that that even existed in
the patent database?
On 09/08/2016 15:15, Ahmidou Lyazidi wrote:
A bit more than that, here's the patent:
https://www.google.ch/patents/US20070024632?dq=ininventor:"Jerome+Couture-Gagnon"&hl=en&sa=X&ved=0ahUKEwi4orePwrTOAhWIdh4KHZgwDLQQ6AEINzAE
It's in 'patent' language but the concept is there :)
Le 9 août 2016 10:01 AM, "Olivier Jeannel" <[email protected]
<mailto:[email protected]>> a écrit :
Hey Ahmidou !
Getting some neighbors and averaging ?
On Tue, Aug 9, 2016 at 3:46 PM, Ahmidou Lyazidi
<[email protected] <mailto:[email protected]>> wrote:
Yes exactly, but it's patented by AD, so you'll need to roll
you own
Le 9 août 2016 9:12 AM, "Olivier Jeannel"
<[email protected] <mailto:[email protected]>> a écrit :
Makes sense ! That's what the "smoothed surface" button
compensate for in XSI ?
On Tue, Aug 9, 2016 at 1:51 PM, Andy Nicholas
<[email protected] <mailto:[email protected]>> wrote:
Hmm, I think that's to be expected. The edges and
points are generally closer to the grid than the
faces. Think of it as you've started with a perfect
sphere made of wood, and you just sanded it down to
get those flat triangles. The edges and points
represent the places that haven't been sanded down, so
therefore, generally, they're closer to the grid than
the flat surfaces.
On 09/08/2016 11:31, Olivier Jeannel wrote:
The Attribute Transfer is nice to prototype an idea,
but it's rather slow (unless they rebuild it since I
used it) compared to the execution speed of a Vop Sop.
In Vop Sop, I use the PcOpen + Pc Filter to mimic the
Attribute Transfer at God speed :)
While we're speaking of the xyz+PrimUV, I found it
has a weird behaviour compared to the ClosestLocation
of ice.
Here's a screen shot of what I have :
https://drive.google.com/open?id=0B1QqhXD7Y15qU3BKY0ZmdktNSWc
<https://drive.google.com/open?id=0B1QqhXD7Y15qU3BKY0ZmdktNSWc>
Basicaly a Grid emit some particles with a Pop
solver, I build a PopVop to create a Velocity(v) that
make the particles going from their position toward
the closest UV location on the Sphere.
If you look at the screenshot you can see that the
location has some preferences for the points and
edges rather than the polygons area.
Have I missed something ?
On Tue, Aug 9, 2016 at 11:01 AM, Andy Nicholas
<[email protected]
<mailto:[email protected]>> wrote:
Take a look at the "primuv" and "xyzdist" VEX
functions. They allow you to get near identical
behaviour to closest point look ups. It's not too
much work to wrap them up into reusable HDAs. (In
fact, I'd recommend doing it as a good way to
start getting your head around HDA creation as a
process.)
On 07/08/2016 21:55, Andy Chlupka wrote:
On Aug 06, 2016, at 11:17, Olivier Jeannel
<[email protected]
<mailto:[email protected]>> wrote:
In Houdini they tend to transform every thing
in VDB or fill volumes with nuts number of
points just to transfer datas...
Strange thing you describe here. I’ve found that
most advice comes in the from of using the
Attribute Transfer SOP.
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